miduo_client/Assets/ManagedResources/~Lua/Modules/HomeLand/HomeLandManager.lua

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HomeLandManager = {}
local this = HomeLandManager
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local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand)
local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
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function this.Initialize()
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this.BuildData = {}
for _, configData in ConfigPairs(HomeLand) do
this.BuildData[configData.Id] = {}
this.BuildData[configData.Id].dataMain = configData--HomeLand中数据
if configData.LvupCostPool > 0 then
this.BuildData[configData.Id].level = 1 --等级
local singledata = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HomeLandLevel,"PoolID",configData.Id,"level",this.BuildData[configData.Id].level)
this.BuildData[configData.Id].dataSingle = singledata--HomeLandLevel中数据
this.BuildData[configData.Id].startTime = 0 --资源开始积攒的时间
this.BuildData[configData.Id].endTime = 0 --建筑升级的结束时间
end
end
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this.EquipData = {}
this.levelProId = 0
for i = 1, 4 do
this.EquipData[i] = {}
this.EquipData[i].Id = 1001
end
this.curEquip = 1--当前停留的装备
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this.activePrivilege = false
this.priviLeftTime = 0
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end
--获取家园和装备强化信息
function this.GetData(func)
NetManager.HomeInfoRequest()
NetManager.EquipIntensifyRequset(-1)
if func then
func()
end
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end
--接收服务器信息
function this.GetServerData(msg,func)
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if msg.infos and #msg.infos > 0 then
for index, value in ipairs(msg.infos) do
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LogGreen("Id:"..tostring(value.id).." startTime:"..tostring(TimeStampToDateStr4(value.productionStartTime)).." endTime:"..tostring(TimeStampToDateStr4(value.upLvEndTime)))
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if value.id and value.id > 0 then
local data = HomeLandLevel[value.id]
this.BuildData[data.PoolID].level = data.level
this.BuildData[data.PoolID].startTime = value.productionStartTime
this.BuildData[data.PoolID].endTime = value.upLvEndTime
this.BuildData[data.PoolID].dataSingle = HomeLandLevel[value.id]
end
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end
end
if msg.drop then
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
end
if func then
func()
end
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end
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--获取服务器装备信息
function this.GetServerEquipData(msg,func)
this.levelProId = msg.equipRankUp
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-- this.levelProId = msg.equipRankUp + 1
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-- this.levelProId = 1
if msg.infos and #msg.infos > 0 then
for index, value in ipairs(msg.infos) do
-- value.lvId = 1022
LogYellow("Location:"..tostring(value.location).." lvId:"..tostring(value.lvId).." 突破等级Id"..tostring(this.levelProId))
if value.location and value.location > 0 and value.location < 5 then
this.EquipData[value.location].Id = value.lvId
this.EquipData[value.location].configData = EquipStrengthen[value.lvId]
this.EquipData[value.location].configPro = EquipRankUp[this.levelProId]
end
end
end
if func then
func()
end
end
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--升级材料和前置浮生殿等级检测
function this.ResumeCost(_data,_str,func)
if _data.Rule and this.BuildData[_data.Rule[1]].level < _data.Rule[2] then
PopupTipPanel.ShowTip(string.format("%s到达%s级可升级",this.BuildData[_data.Rule[1]].dataMain.Name,_data.Rule[2]))
return
end
local data = {}
for i = 1, #_data.Cost do
if not data[_data.Cost[i][1]] then
data[_data.Cost[i][1]] = 0
end
data[_data.Cost[i][1]] = data[_data.Cost[i][1]] + _data.Cost[i][2]
end
if _str then--立即完成
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LogGreen(tostring(_data.Time).." "..tostring(tonumber(_str[1])).." "..tonumber(_str[3]))
data[16] = math.ceil(_data.Time/tonumber(_str[1]))*tonumber(_str[3])
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end
for key, value in pairs(data) do
LogGreen(string.format("需要%s: %s,现有:%s",key,value,BagManager.GetTotalItemNum(key)))
if BagManager.GetTotalItemNum(key) < value then
PopupTipPanel.ShowTip(string.format("%s不足",ItemConfig[key].Name))
return
end
end
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func(data[16])
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end
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--设置任务
function this.SetRewardData()
local dataList = {}
local transform = {
[0] = 2,
[1] = 1,
[2] = 0,
}
for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HomeLandTask)) do
local data = {}
data.Id = v.Id
local taskData = TaskManager.GetTypeTaskInfo(TaskTypeDef.HomeLandTask,v.Id)
data.info = string.format("%s(%s/%s)",v.ContentsShow,taskData.progress,v.Values[2][1])
data.BoxReward = v.Reward
data.state = transform[taskData.state]
table.insert(dataList,data)
end
return dataList
end
--等级总和
-- function this.GetLevelNum()
-- local num = 0
-- for index, value in ipairs(this.BuildData) do
-- if value.level then
-- num = num + value.level
-- end
-- end
-- LogYellow("等级总和:"..num)
-- return num
-- end
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--检测当前停留
function this.GetCurIndex()
for i = 1, 4 do
if this.EquipData[i].configData.Limit2 == EquipRankUp[this.levelProId].Level then
this.curEquip = i
return
end
end
end
--检测按钮显示
function this.GetCurIndexBtnsShow()
-- LogBlue("this.curEquip:"..tostring(this.curEquip))
-- LogBlue("Limit2:"..tostring(this.EquipData[this.curEquip].configData.Limit2))
-- LogBlue("this.levelProLevel:"..tostring(EquipRankUp[this.levelProId].Level))
return this.EquipData[this.curEquip].configData.Limit2 == EquipRankUp[this.levelProId].Level
end
--检测是否全部可以突破
function this.GetAllCanUpgrade()
local num = 0
for i = 1, 4 do
if this.EquipData[i].configData.Limit2 > EquipRankUp[this.levelProId].Level then
num = num + 1
end
end
if num == 4 then
return true
end
return false
end
--检测是否全部可以突破并提示
function this.GetAllCanUpgradeWithPopup()
local TEXT = {
[1] = {"武器","r_Equip_GuardianWeapon_0004"},
[2] = {"战甲","r_Equip_Coat_0005"},
[3] = {"头饰","r_Equip_HeadAccessory_0005"},
[4] = {"战靴","r_equip_Shoes_0005"},
}
local num = 0
for i = 1, 4 do
if this.EquipData[i].configData.Limit2 == EquipRankUp[this.levelProId].Level then
PopupTipPanel.ShowTip(string.format("%s未达到最大等级不可突破",TEXT[i][1]))
this.curEquip = i
return true
end
end
return false
end
--通过两个id计算两个等级
function this.IdToLevel(id1,id2)
return {EquipStrengthen[id1].Level,EquipRankUp[id2].Level}
end
function this.LevelToId()
local num1 = ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",self.equipData.homeEquipLv[1]).Id
local num2 = ConfigManager.GetConfigDataByKey(ConfigName.EquipRankUp,"Level",self.equipData.homeEquipLv[2]).Id
return {num1,num2}
end
--通过两个等级计算加成
function this.LevelToValue(ids,position)
local num1 = ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",ids[1]).Rate
local num2 = ConfigManager.GetConfigDataByKey(ConfigName.EquipRankUp,"Level",ids[2]).Rate[position]
return num1 + num2
end
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function this.CheckPrivilege(func)
local data = PrivilegeManager.GetSerData(4022)
if data and data.endTime - GetTimeStamp() > 0 then
this.activePrivilege = true
this.priviLeftTime = PrivilegeManager.GetPrivilegeRemainValue(4021)
else
this.activePrivilege = false
this.priviLeftTime = 0
end
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if func then
func()
end
end
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return HomeLandManager